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Character Archetypes in MK1

M2Dave

Zoning Master
I found some were pretty hard to fit into one category alone but that's true for every MK...
Mortal Kombat 9 had fairly distinguishable character archetypes.

Mortal Kombat 1 does not, at least not in comparison to Mortal Kombat 9.

Reiko, the "grappler", has a command grab that does 11% of damage, but he arguably has the best projectile in the game.

Rain, the "premier zoning character", has some of the slowest projectiles in the game, but he has some set play and a cancelable overhead attack.

Besides, there is no "general" gameplan because nobody plays the game without kameos, which determine mix ups, set ups, okizeme, damage output, chip damage, zoning, anti-zoning, etc.

To use Reiko as the example again, he can be played more of a grappler with Darrius as the kameo, more of a zoning character with Sektor as the kameo, more of a mix up and reset character with Styker as the kameo, etc.
 

Demon_0

RIP Akira Toriyama
One thing I do know is that Sub should be in Trash archetype. They nerfed him to a ridiculous level. Clone is less active and punishable on reaction. EX Clone costs TWO bars and does fuck all. But thats not all, its even more punishable by characters like Scorpion who have all the time in the world to react. His strings are among the slowest in the game, have tons of recovery, and almost all have gaps that can be armoured through. Lets not even talk about how they nerfed his damage. And all this while we have characters like Raiden, Baraka, Nitara (to name a few) that can do 45% meterless, easy-ass combos with the right kameo and only need two hits.
 
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Dankster Morgan

It is better this way
One thing I do know is that Sub should be in Trash tier. They nerfed him to a ridiculous level. Clone is less active and punishable on reaction. EX Clone costs TWO bars and does fuck all. But thats not all, its even more punishable by characters like Scorpion who have all the time in the world to react. His strings are among the slowest in the game, have tons of recovery, and almost all have gaps that can be armoured through. Lets not even talk about how they nerfed his damage. And all this while we have characters like Raiden, Baraka, Nitara (to name a few) that can do 45% meterless, easy-ass combos with the right kameo and only need two hits.
It's not a tier list man.

Let's keep it a buck though, I'm mad at what those fuckers found time to do to him 2 weeks before launch, when ranked still black screens every few sets and we can't even tag moves in training and basically everything mentioned in the QOL thread. Sub-Zero NEEEEDS to do low 30%s for 3 bars or he will RUIN the game, his F12 Klone NEEDS to be over -30 on block so that nobody EVER has to deal with a klone that is 70% gone by the time Sub-Zero has recovered enough to press a button. I hear you and nothing you said is factually wrong.

Beta Sub wouldn't have been out of line at all in this game, but we don't know that he's full on trash. It is very early on and stuff is sure to change. The MK1 that exists right now is probably equivalent to a beta version since the game was obviously hard to develop and felt rushed.

Since MKX onwards, they've treated him well. He wasn't great in Injustice 2 but wasn't garbage, and was my personal favorite version fun wise. I have faith even if I'm pretty disappointed at the moment.

@M2Dave is right about archetypes. WHAT archetypes? lol. Not that I think it's a terrible thing, this game is a blast and has a really fun and unique feel to it with kameos.
 

Demon_0

RIP Akira Toriyama
Yeah, don't mean to derail the thread but I'm pissed at what they have done with Sub. And as you said, beta Sub would have been fine in this roster with what other characters can do.

On topic, I agree with everything M2Dave said.
 

SaltShaker

In Zoning We Trust
Funny enough, the character archetypes are probably my one actual gameplay complaint. Really enjoying the game and the changes from MK11 to MK1, BUT, to maximize a character's potential the "archetype" isn't the answer. It's basically finding their best ways to produce aggressive and dirty oppressive offense.

MKX was similar to where characters who had an "archetype", like Cyber Kano (defense/zoning), were vastly inferior to Cut Throat Kano (Rushdown/50 50s/High damage combos), and characters like Quan Chi best variation was 50/50 mix for high damage. MK1 feels like it has a "default" playstyle to get the most out of all the roster, the same style, so my only actual reservation about the game is that when the honeymoon phase dies down there may be some criticism about that.
 

M2Dave

Zoning Master
@M2Dave is right about archetypes. WHAT archetypes? lol. Not that I think it's a terrible thing, this game is a blast and has a really fun and unique feel to it with kameos.
I agree. Experimenting with kameos and testing which ones work best with your character is fun and promotes a certain degree of player expression.

The game also feels a lot more intuitive than Mortal Kombat 11. Every character has unique combos, and you are not eating combos for trying to combo your opponent. Okizeme is strong for every character. Fatal blows are primarily used as combo enders rather than the previously neutral destroyers that they used to be. Etc.
 

Vslayer

Juiced Moose On The Loose
Lead Moderator
Besides, there is no "general" gameplan because nobody plays the game without kameos, which determine mix ups, set ups, okizeme, damage output, chip damage, zoning, anti-zoning, etc.

To use Reiko as the example again, he can be played more of a grappler with Darrius as the kameo, more of a zoning character with Sektor as the kameo, more of a mix up and reset character with Styker as the kameo, etc.
Yeah I get that and totally agree, though my reasoning for 'general' gameplan was more along the lines of knowing a character's archetype to see if they fit your playstyle more than 'you're gonna play them without a Kameo' type of deal.

But yeah, Kameos will turn any character into whatever hybrid you want pretty much. I really like this as opposed to variations that imo, felt super super restrictive in MK11, and even in X to a certain degree.
 

Law Hero

There is a head on a pole behind you
Yeah I get that and totally agree, though my reasoning for 'general' gameplan was more along the lines of knowing a character's archetype to see if they fit your playstyle more than 'you're gonna play them without a Kameo' type of deal.

But yeah, Kameos will turn any character into whatever hybrid you want pretty much. I really like this as opposed to variations that imo, felt super super restrictive in MK11, and even in X to a certain degree.
I sincerely believe that, after watching MK9's tournament scene, the folks at NRS became very big fans of character loyalists and have designed MKX, MK11, and MK1 with those people in mind. I think the philosophy behind the last 3 MK games has been to create competitive characters who can be altered to fix matchups so that players don't have to depend on counterpicking to win certain matchups, and can instead use their favorites to a competitive degree in any situation.

Assuming this is at least somewhat true, I think it's a respectable approach and these very archetype-fluid characters are the end result of that. So now with kameos, your favorite character can become at least somewhat competent at zoning, ant-zoning, 50/50's, or long combos depending on what the matchup demands. I like NRS's approach to this, but I also understand the feelings of those that might lament the loss of more traditional character archetypes.
 

NHDR

Kombatant
Interesting Kitana placement. Some early footage I've seen of her being played by pros shows her as more of a zoner.